diff options
-rw-r--r-- | doc/classes/Performance.xml | 39 |
1 files changed, 36 insertions, 3 deletions
diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 71987ace9e..82ee3531f1 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -1,8 +1,11 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="Performance" inherits="Object" category="Core" version="3.0.alpha.custom_build"> <brief_description> + Exposes performance related data. </brief_description> <description> + This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [i]Monitor[/i] tab in the editor's [i]Debugger[/i] panel. By using the [method get_monitor] method of this class, you can access this data from your code. Note that a few of these monitors are only available in debug mode and will always return 0 when used in a release build. + Many of these monitors are not updated in real-time, so there may be a short delay between changes. </description> <tutorials> </tutorials> @@ -15,63 +18,93 @@ <argument index="0" name="monitor" type="int" enum="Performance.Monitor"> </argument> <description> + Returns the value of one of the available monitors. You should provide one of this class's constants as the argument, like this: + [codeblock] + print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console + [/codeblock] </description> </method> </methods> <constants> <constant name="TIME_FPS" value="0"> + Frames per second. </constant> <constant name="TIME_PROCESS" value="1"> + Time it took to complete one frame. </constant> - <constant name="TIME_FIXED_PROCESS" value="2"> + <constant name="TIME_PHYSICS_PROCESS" value="2"> + Time it took to complete one physics frame. </constant> <constant name="MEMORY_STATIC" value="3"> + Static memory currently used, in bytes. Not available in release builds. </constant> <constant name="MEMORY_DYNAMIC" value="4"> + Dynamic memory currently used, in bytes. Not available in release builds. </constant> <constant name="MEMORY_STATIC_MAX" value="5"> + Available static memory. Not available in release builds. </constant> <constant name="MEMORY_DYNAMIC_MAX" value="6"> + Available dynamic memory. Not available in release builds. </constant> <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7"> + Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. </constant> <constant name="OBJECT_COUNT" value="8"> + Number of objects currently instanced (including nodes). </constant> <constant name="OBJECT_RESOURCE_COUNT" value="9"> + Number of resources currently used. </constant> <constant name="OBJECT_NODE_COUNT" value="10"> + Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree. </constant> <constant name="RENDER_OBJECTS_IN_FRAME" value="11"> + 3D objects drawn per frame. </constant> <constant name="RENDER_VERTICES_IN_FRAME" value="12"> + Vertices drawn per frame. 3D only. </constant> <constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="13"> + Material changes per frame. 3D only </constant> <constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="14"> + Shader changes per frame. 3D only. </constant> <constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="15"> + Render surface changes per frame. 3D only. </constant> <constant name="RENDER_DRAW_CALLS_IN_FRAME" value="16"> - </constant> - <constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20"> + Draw calls per frame. 3D only. </constant> <constant name="RENDER_VIDEO_MEM_USED" value="17"> + Video memory used. Includes both texture and vertex memory. </constant> <constant name="RENDER_TEXTURE_MEM_USED" value="18"> + Texture memory used. </constant> <constant name="RENDER_VERTEX_MEM_USED" value="19"> + Vertex memory used. + </constant> + <constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20"> </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="21"> + Number of active [RigidBody2D] nodes in the game. </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="22"> + Number of collision pairs in the 2D physics engine. </constant> <constant name="PHYSICS_2D_ISLAND_COUNT" value="23"> + Number of islands in the 2D physics engine. </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="24"> + Number of active [RigidBody] and [VehicleBody] nodes in the game. </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="25"> + Number of collision pairs in the 3D physics engine. </constant> <constant name="PHYSICS_3D_ISLAND_COUNT" value="26"> + Number of islands in the 3D physics engine. </constant> <constant name="MONITOR_MAX" value="27"> </constant> |